node-minecraft-protocol/examples/client_chat/client_chat.js
extremeheat 367c01567c
Initial 1.19.1/2 signed chat support (#1050)
* Initial 1.19.1/2 signed chat impl

* lint

* remove node 15 nullish operators

* fix undefined uuid error

* handle player left

* fix

* add some feature flags

* fix

* Fix test to use new client.chat() wrapper method

* refactoring

* corrections, working client example

* refactoring

* message expiry checking

* Fix UUID write serialization

* Remove padding from client login to match vanilla client

* Fix server verification

* update packet field terminology

* Add some tech docs
Rename `map` field in Pending to not conflict with Array.map method

* update tech doc

* lint

* Bump mcdata and pauth

* add doc on playerChat event, .chat function

* update doc

* use supportFeature, update doc

Co-authored-by: Romain Beaumont <romain.rom1@gmail.com>
2023-01-14 20:33:04 +01:00

78 lines
2 KiB
JavaScript

const mc = require('minecraft-protocol')
const readline = require('readline')
const rl = readline.createInterface({
input: process.stdin,
output: process.stdout,
terminal: false,
prompt: 'Enter a message> '
})
const [,, host, port, username] = process.argv
if (!host || !port) {
console.error('Usage: node client_chat.js <host> <port> <username>')
console.error('Usage (offline mode): node client_chat.js <host> <port> offline')
process.exit(1)
}
const client = mc.createClient({
host,
port,
username,
auth: username === 'offline' ? 'offline' : 'microsoft'
})
// Boilerplate
client.on('disconnect', function (packet) {
console.log('Disconnected from server : ' + packet.reason)
})
client.on('end', function () {
console.log('Connection lost')
process.exit()
})
client.on('error', function (err) {
console.log('Error occurred')
console.log(err)
process.exit(1)
})
client.on('connect', () => {
const ChatMessage = require('prismarine-chat')(client.version)
console.log('Connected to server')
rl.prompt()
client.on('playerChat', function ({ senderName, message, formattedMessage, verified }) {
const chat = new ChatMessage(formattedMessage ? JSON.parse(formattedMessage) : message)
console.log(senderName, { true: 'Verified:', false: 'UNVERIFIED:' }[verified] || '', chat.toAnsi())
})
})
// Send the queued messages
const queuedChatMessages = []
client.on('state', function (newState) {
if (newState === mc.states.PLAY) {
queuedChatMessages.forEach(message => client.chat(message))
queuedChatMessages.length = 0
}
})
// Listen for messages written to the console, send them to game chat
rl.on('line', function (line) {
if (line === '') {
return
} else if (line === '/quit') {
console.info('Disconnected from ' + host + ':' + port)
client.end()
return
} else if (line === '/end') {
console.info('Forcibly ended client')
process.exit(0)
}
if (!client.chat) {
queuedChatMessages.push(line)
} else {
client.chat(line)
}
})